Those Damn Flamers
#41
Posted 24 March 2013 - 11:13 PM
#42
Posted 24 March 2013 - 11:21 PM
Radko, on 24 March 2013 - 11:01 PM, said:
Use nothing but flamers in testing grounds. Put 9 of them in your hunchback and see what they can do.
Try killing the stock commando with them.
I ran a similar test just for the sake of testing (When the Training Grounds came out).
1 Flamer (used my C1 for this test since it already had flamers on it), Atlas CT, Frozen City.
If i remember correctly it took 4 minutes to strip the armor, another 3:30 minutes to kill it.
Will go back to confirm this, will edit if necessary.
EDIT: Test Results: Same conditions as above. (i.e. 1 flamer, same Atlas CT, same map)
- Test Commenced at 02:00.
- CT Armor stripped at 05:57
- Mech Destroyed at 08:30
Edited by Dead Eye 01, 24 March 2013 - 11:39 PM.
#43
Posted 24 March 2013 - 11:34 PM
#44
Posted 24 March 2013 - 11:36 PM
See this video for demonstration:
#45
Posted 24 March 2013 - 11:55 PM
Terror Teddy, on 24 March 2013 - 10:25 PM, said:
If PGI limits the total heat you can inflict on an enemy mech then they essentially forbids boating of that weapon since using more than X of them is useless.
Why? PGI has no problem with people trying to boat 4-6 ERPPC's and oneshotting people left and right but using the shortest range weapon in the game with the ability to shut down enemies mechs is somewhow too good?
It's not like you can SNIPE an enemy into shutdown with that weapon.
because the loss of the ability to fight back is rather dumb.
Dying is one thing, you die. Getting stunlocked is another thing.
#46
Posted 25 March 2013 - 12:32 AM
With this new rule, the amount of flamers on a mech should be capped to maybe 2 or 3 MAXIMUM to prevent abuse of this mechanic OR flamers should get depreciating returns OR flamers should be a lot heavier in weight due to potential for abuse since their mechanic is so much different than other weapons in the game. A little mech shouldn't just run up and incapacitate a bigger mech. At the same time, the mech falling victim to the flamer should be able to somewhat easily maneuver out of the "focus range" of the flamer.
Edited by TravelerTraveler, 25 March 2013 - 12:33 AM.
#47
Posted 25 March 2013 - 12:56 AM
hashinshin, on 24 March 2013 - 11:55 PM, said:
Dying is one thing, you die. Getting stunlocked is another thing.
Ufortunately that is the entire POINT with the weapon and combined with the abysmal range makes it useless.
#48
Posted 25 March 2013 - 12:58 AM
But shhhhh - don't tell anyone
In AWESOME - Forest Colony.
Actually it was one of my greatest game I ever made since I started playing - I left alone against 4 mechs, I already've killed 2 or 3 till the midgame.
Killed another 2 of those 2, there were a default K2 with 2xPPCs that manage to core my orange armor, I danced with a dragon for about 3 mins, so I got my shoulder cored too - amlost got that *******.
And then... a Spider came, with few flamers on it.
He actually manage to kill me without any serious harm done - cause of the cored components.
It's not that terrible weapon I guess, but I agree that's pretty bad.
The idea of depending on others to core stuff for you, so you can just be effective is scary but yea...
I guess that's what MWO is kinda about
Teamplay.
Compared to the other weapons tho... flamers are almost lined up with the machineguns - they are bad.
#49
Posted 25 March 2013 - 07:03 AM
#50
Posted 25 March 2013 - 07:25 AM
#51
Posted 25 March 2013 - 07:38 AM
Terror Teddy, on 25 March 2013 - 12:56 AM, said:
Then the weapon needs to be completely reworked. Everybody hated rogues and 'locks for a reason, and even with diminishing returns and stun breaks in later WoW expansions it never stopped being incredibly frustrating. Rogues anyway, 'locks were nerfed to the ground.
In a game like this that already has so many issues with new player introductions there should be no way that a player can permanently shut down another player and prevent them from doing anything. Just think of the griefing.
#53
Posted 25 March 2013 - 02:49 PM
#54
Posted 25 March 2013 - 03:05 PM
I put one in my YLW... D-DC is charging me cause I ate his CT armor with my AC/20
Charge him back, turn the flamer on.... BOOOOOM
But that was luck.
#56
Posted 25 March 2013 - 03:32 PM
1 ton...
1 hard point...
.4 damage...
.6 heat to fire...
.2 heat inflicted...
Something might be wrong here...
#57
Posted 25 March 2013 - 03:32 PM
#58
Posted 25 March 2013 - 03:49 PM
#59
Posted 25 March 2013 - 04:20 PM
Kaspirikay, on 24 March 2013 - 05:33 PM, said:
Only works vs inexperienced players, though. Most good people will just fall back on electronic targeting and sensors.
Still annoying and if you are using it to draw fire too you it makes a good distraction. Been in a couple games where it was kill the annoying HBK-4P with 9 flamers only to have my last sight be a fresh Atlas right infront of me because I could not see my red indicators and the white from thermal was very hard on my eyes. Not fun.
#60
Posted 25 March 2013 - 04:25 PM
Captain Stiffy, on 24 March 2013 - 04:10 PM, said:
Has anyone actually used them effectively?
I did the same thing once. Gotten two kills total with a 9-flamer HBK-4P.
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